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Playing to learn: Game-based approach to financial literacy for generation Z 从游戏中学习:以游戏为基础的Z世代金融知识学习方法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100896
Lisana Lisana, Hendra Dinata, Gabriela Valencia Tanudjaja
{"title":"Playing to learn: Game-based approach to financial literacy for generation Z","authors":"Lisana Lisana,&nbsp;Hendra Dinata,&nbsp;Gabriela Valencia Tanudjaja","doi":"10.1016/j.entcom.2024.100896","DOIUrl":"10.1016/j.entcom.2024.100896","url":null,"abstract":"<div><div>This quantitative study assessed the effectiveness of game-based learning in improving financial literacy among Generation Z. Conducted with 32 urban participants, the study involved the use of a board game and a mobile application, designed with input from financial literacy experts. Participants underwent a pretest to gauge their initial financial knowledge, engaged with the game, and completed a posttest to measure learning outcomes. Statistical analysis, including paired sample t-tests, compared pretest and posttest scores, revealing a significant enhancement in financial literacy post-gameplay. Furthermore, a questionnaire evaluated user satisfaction regarding the game, assessing metrics like enjoyment, ease of use, and perceived usefulness. Results demonstrated not only an improvement in financial knowledge but also high satisfaction among users, indicating that game-based learning can be a valuable tool for teaching financial concepts to Generation Z. These findings contribute to the understanding of game-based learning’s potential in financial education and provide insights for educators and parents. However, the study’s limitations suggest areas for future research to explore and refine the use of educational games in financial literacy.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100896"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method 基于模糊联合分析法的游戏化课堂教学模式设计研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100901
Tingxin Song, Chaofeng Zhang, Wei Wang
{"title":"Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method","authors":"Tingxin Song,&nbsp;Chaofeng Zhang,&nbsp;Wei Wang","doi":"10.1016/j.entcom.2024.100901","DOIUrl":"10.1016/j.entcom.2024.100901","url":null,"abstract":"<div><div>Operations research is an applied mathematics discipline aimed at providing optimal solutions for complex systems and decision-making processes. However, the theoretical aspects of operations research can often be abstract, making it challenging and potentially tedious for students with a weaker foundational background. To address this issue, game-based learning has been introduced into operations research education in recent years, demonstrating promising results. In this context, gamified learning is seen as a potential solution to enhance student motivation and classroom engagement. Although gamification has been explored in education, its application in operations research, especially within a complex mathematical domain, remains under-researched. These games transform abstract operations research theories into concrete scenarios and problems, allowing students to learn and apply operations research knowledge through interactive play. This study aims to investigate students’ perceptions and attitudes toward game-based operations research classrooms using fuzzy set joint analysis. By employing fuzzy conjoint analysis, we aim to provide a nuanced understanding of student preferences and optimize gamified teaching strategies. In the investigation process, 83 students from School D were selected as the research subjects, and a questionnaire encompassing 16 items was administered. These items covered various aspects of integrating operations research board games into the classroom, including students’ engagement, cooperation, understanding, and application of operations research knowledge during the game process. By utilizing a Likert seven-point scale to collect students’ responses to each item, the data were subsequently converted into fuzzy sets to assess students’ views on game-based operations research classrooms. The results were used to provide targeted optimization for gamified teaching. Group experimental results involving the 83 students showed that gamified teaching in operations research has a positive impact on students’ learning of the subject. This finding holds significant implications for educators and teaching practices, offering valuable insights for the design and implementation of future operations research teaching methods.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100901"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Research on digital entertainment media in English writing e-learning system based on interactive game learning method 基于互动游戏学习法的英语写作电子学习系统中的数字娱乐媒体研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100855
Li Tianyi
{"title":"Research on digital entertainment media in English writing e-learning system based on interactive game learning method","authors":"Li Tianyi","doi":"10.1016/j.entcom.2024.100855","DOIUrl":"10.1016/j.entcom.2024.100855","url":null,"abstract":"<div><div>As a new teaching tool, digital entertainment media has the potential to improve students’ learning effect and interest. This study aims to explore the application of digital entertainment media based on interactive game learning methods in English writing e-learning system, so as to improve students’ English writing ability and learning enthusiasm. By designing a digital entertainment media e-learning system based on interactive game learning method, this paper studies and designs an intuitive and easy to use interface, so that students can easily browse and participate in interactive game learning activities. Design various types of game tasks and challenges based on interactive game learning methods. Combined with the basic content and requirements of English writing teaching, a variety of interactive learning tools and activities are provided to stimulate students’ learning interest and writing ability. After the implementation of the digital entertainment media e-learning system, students demonstrated a more positive learning attitude and a higher level of English writing by participating in various activities and training provided by the interactive game learning method. They have made significant improvements in writing expression, grammar use and creative thinking.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100855"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141881466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Eight types of video game experience 八种电子游戏体验
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-30 DOI: 10.1016/j.entcom.2024.100882
Jukka Vahlo , Kai Tuuri
{"title":"Eight types of video game experience","authors":"Jukka Vahlo ,&nbsp;Kai Tuuri","doi":"10.1016/j.entcom.2024.100882","DOIUrl":"10.1016/j.entcom.2024.100882","url":null,"abstract":"<div><p>The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100882"},"PeriodicalIF":2.8,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1875952124002507/pdfft?md5=98d6c58a024a8ebd3ccc217cd18ebfe6&pid=1-s2.0-S1875952124002507-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142148141","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring music-based attachment to video games through affect expressions in written memories 通过书面记忆中的情感表达探索基于音乐的电子游戏依恋
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-28 DOI: 10.1016/j.entcom.2024.100883
Kai Tuuri , Oskari Koskela , Heli Tissari , Jukka Vahlo
{"title":"Exploring music-based attachment to video games through affect expressions in written memories","authors":"Kai Tuuri ,&nbsp;Oskari Koskela ,&nbsp;Heli Tissari ,&nbsp;Jukka Vahlo","doi":"10.1016/j.entcom.2024.100883","DOIUrl":"10.1016/j.entcom.2024.100883","url":null,"abstract":"<div><p>This paper presents an exploratory research on music-based attachment to video games, studied through personally valued game music memories. It focuses on people’s engagement with game music and game technologies, expanding previous research on the role of game music in people’s lives. We gathered 183 written game music memories and analyzed their contents and language. We focused on expressions of affect and sentiment, which we assumed would indicate affective involvement. However, we also explored the constitution of attachment by investigating how expressions of affect and sentiment were associated with other aspects in the stories that reflect personal valuation, focusing specifically on factors of autobiographical remembrance, conceptualizations of game music, and gaming technology related to memories. These investigations employed a mixed-methods approach that combined qualitative and statistical analyses. A major finding was that especially personal remembrances that involved an awareness of the self or related to the game music experience significantly predicted the use of expressions of affect and sentiment in the stories. In sum, the study outlines a framework for investigating people’s long-term engagement with technology as being intimately related to the context of everyday life and the constitution of self-understanding.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100883"},"PeriodicalIF":2.8,"publicationDate":"2024-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1875952124002519/pdfft?md5=4d8f037880cc7cb8dcd9c6b45aa9c460&pid=1-s2.0-S1875952124002519-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142136696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world” 明日娱乐 "特刊:在具有生态意识的世界中维持人工智能和物联网" 特刊
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-23 DOI: 10.1016/j.entcom.2024.100881
K. Saravanan, P. Ashok
{"title":"Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world”","authors":"K. Saravanan, P. Ashok","doi":"10.1016/j.entcom.2024.100881","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100881","url":null,"abstract":"","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"3 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design 基于视觉技术和娱乐机器人的街道景观环境设计:计算机模拟游戏化景观设计
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-22 DOI: 10.1016/j.entcom.2024.100879
Xiaojing Zhang
{"title":"Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design","authors":"Xiaojing Zhang","doi":"10.1016/j.entcom.2024.100879","DOIUrl":"10.1016/j.entcom.2024.100879","url":null,"abstract":"<div><p>In recent years, with the development of social economy and the innovation of science and technology, the street landscape environment design based on visual technology and entertainment robot has been widely concerned. This paper aims to explore how to use computer simulation and gamification design methods to enhance the entertainment and attractiveness of street landscapes. In this paper, the basic principles of computer vision and V2X vehicle networking are deeply studied, and a series of simulation experiments and data analysis are carried out in combination with actual scenarios to verify the feasibility and effectiveness of V2X vehicle networking mode based on computer vision in urban street landscape design. V2X vehicle networking mode through real-time information exchange with road infrastructure, other vehicles, pedestrians, etc., can obtain a large number of urban streetscape design related data. Studies have shown that this design approach can increase people’s interest and engagement in street landscapes, and increase the entertainment experience and sense of interaction of urban residents.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100879"},"PeriodicalIF":2.8,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142050137","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A scoping literature review on influencing factors in live-streaming spectatorship experience 关于直播观众体验影响因素的范围性文献综述
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-22 DOI: 10.1016/j.entcom.2024.100872
Tomáš Pagáč , Regina Bernhaupt , Simone Kriglstein
{"title":"A scoping literature review on influencing factors in live-streaming spectatorship experience","authors":"Tomáš Pagáč ,&nbsp;Regina Bernhaupt ,&nbsp;Simone Kriglstein","doi":"10.1016/j.entcom.2024.100872","DOIUrl":"10.1016/j.entcom.2024.100872","url":null,"abstract":"<div><p>Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100872"},"PeriodicalIF":2.8,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142136695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process 基于游戏化的虚拟机器人在城市景观设计中的应用:设计过程中的互动和娱乐体验
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-22 DOI: 10.1016/j.entcom.2024.100880
Wenling Wang
{"title":"Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process","authors":"Wenling Wang","doi":"10.1016/j.entcom.2024.100880","DOIUrl":"10.1016/j.entcom.2024.100880","url":null,"abstract":"<div><p>The traditional design process lacks fun and participation, so new elements need to be introduced to enhance the attraction and creativity of the design. The goal of the research is to design an urban landscape design method based on gamified elements and virtual robots to increase the interactivity and entertainment experience in the design process, and to explore its impact on the design results. This paper proposes an urban landscape design framework based on gamified elements and virtual robots, which includes multiple stages in the design process, each of which introduces different gamified tasks and interactions of virtual robots. Designers can gain new design ideas and inspiration by completing tasks and interacting with virtual robots. The study evaluated the effects of design methods using gamification elements and virtual robots on the design process and design results. The results show that this approach effectively increases the engagement and enjoyment of the design process, while also promoting innovation and sustainability of the design results. The urban landscape design method based on gamification elements and virtual robots has broad application prospects, which can bring more creativity and fun to urban landscape design.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100880"},"PeriodicalIF":2.8,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142050136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM 游戏化的功利和享乐价值及其对品牌参与度、忠诚度、信任度和 WoM 的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2024-08-16 DOI: 10.1016/j.entcom.2024.100868
Yudhvir Singh , Ram Milan
{"title":"Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM","authors":"Yudhvir Singh ,&nbsp;Ram Milan","doi":"10.1016/j.entcom.2024.100868","DOIUrl":"10.1016/j.entcom.2024.100868","url":null,"abstract":"<div><p>This research investigated the impact of gamification’s utilitarian and hedonistic measurements on consumer brand engagement, loyalty, and WoM marketing outcomes. The data collection process was carried out in India using online and offline distribution of questionnaires. 231 forms were received, with 22 being eliminated due to inconsistencies, such as the identical answers to all questions, resulting in 209 responses acceptable for the research. PLS-SEM with using SEMinR, the hypotheses were tested. Results indicate that hedonic values are more successful in changing customer behaviour rather than utilitarian; the findings show that hedonic value exists in components that lead to brand loyalty and word-of-mouth. The study highlights the mediation effect of brand engagement, implying that while brand engagement is a required element for brand loyalty, it may be indifferent to achieving word-of-mouth. Brand engagement is more significant in promoting WoM than brand loyalty.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100868"},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142021229","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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